#version 330 core
//vert
layout(location=0)in vec3 Position;
uniform mat4 moduleMat;
layout(std140) uniform SetingBlock
{
	mat4 cameraMat;
};
out vec3 coord;
void main()
{
	coord = Position;
	gl_Position = (cameraMat * moduleMat * vec4(Position,1.0)).xyww;
}
//frag
in vec3 coord;
uniform samplerCube skyBox;
void main()
{
	gl_FragColor= texture(skyBox, coord);
}